The Warring States of NPF

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NeoIchiro 11-20-2003 09:02 AM

d20 Char. Twinks
 
Does anyone have any good character twinks for d20 DnD?

I like a third level Thri-Keen Ranger with Poison Resistance and Poison Immunity as feats.

Metacide 11-20-2003 10:55 AM

If you're going to be a Thri-keen aim to be a "Jumper", this is a concept my friend and I thought of. Use two lances, sky lance and light lance, and take every jumping/charging feat that will let you increase damage, jump further (not higher), and control your jump better. This includes a LOT of multiiclassing but the end result is that you get two attacks with about x8 and x7 damage.

Neverwhere 11-20-2003 01:38 PM

d20 d&D? Is there anyother kind? I mean, seriously, only those truly into D&D play d20 system, anything else is just plain stupid :confused:

Level 46 Human (3.0 rules):

2 Thief
1 Ranger
2 Monk
10 Bloodhound
10 Ninja of the Crescent Moon
10 Fighter
5 Dulist
6 Some other guild, I dont really remember... been 5 months since I've played him :(

Rumple 11-20-2003 02:17 PM

Using the new Book of Exalted Deeds, try a monk/weaponmaster 20/10 with the vow of poverty. *shiver*

Neverwhere 11-20-2003 02:21 PM

well, with that i had well over 15 attacks normally... thats w/o haste.. Phear

ill look into that though, thanks

Metacide 11-21-2003 04:02 AM

youhave to be very high level to do that tho. Do u have any ideas for when you are level 10 - 20?

Mugajak 11-21-2003 05:54 AM

Quote:

Originally Posted by Metacide
youhave to be very high level to do that tho. Do u have any ideas for when you are level 10 - 20?

maybe you guys should read red mages articles... ahem

"Tears of the Dragon Kata (name is based on the char I developed it with and really has nothing to do with the combo save for making it seem more powerful by using the word dragon).

By: Elzin1

Spells Needed:
None really, but as with any monk-twink, a wisdom boost helps, and you can never, EVER go wrong with stuff like True Strike, Haste, etc.

Essential Items:
None.

Feats Required:
Circle Kick {Sword and Fist}.
Feign Weakness {Sword and Fist} (high Bluff check required).
Falling Star Strike {Oriental Adventures}. Combat Reflexes {Players Handbook}.
Expert Tactician {Sword and Fist}.

Useful Feats:
Improved Initiative
Maneuverability (assumed to be good, my guy doesn't have it)
Great Cleave (also assumed)
Multiattack and Multiweapon Fighting (if you can convince your DM that a monk, able to punch and kick, can indeed fulfill the prerequisites. As far as I can tell, this highly useful twink gives a monk four attacks per round at his/her HIGHEST attack bonus).

Additional Requirements:
Works best if you are fighting at least one foe plus one foe per point of Dexterity Bonus. All must be within your threatened area. For best effect, foes must be humanoid.

Breakdown:
Okay, the character I use this with is an 18th level Monk I spawned for a quest my friend wanted to DM. With him, I can more than triple my attacks per round using this combo. It takes place all in the same round, can be used every round, and has unlimited uses per day. I'm pretty sure I haven't misinterpreted any of the rules for the feats. The only risk is, all foes it is used on get an attack of opportunity, but even this isn't too big a risk due to the nature of the attack series.

First, declare the full attack action. Then use Feign Weakness on up to one foe plus one foe per point of Dexterity Bonus (due to Combat Reflexes). Roll a Bluff Check opposed by Sense Motive check (the great thing here is, this is a pure combat technique, so unless you use the Feint option a lot, your DM probably won't have put a lot of points to the NPC's Sense Motive score...because what kind of DM gives a combat NPC Sense Motive instead of Spot, Listen, Hide, and Move Silent?). The feat description lists no limit to the number of times per round this can be done. The foe gets an attack of opportunity for you being unarmed, but since you ARE armed, you draw them out and get an attack of opportunity of your own first (which limits this ability's uses to combat reflexes limit unless you want to be stupid and give all your foes free AoOs.) It seems to me that this should only make the foe THINK they get the AoO, but judging by the wording of the feat, they actually get it.

When you hit with the AoO (because of course you won't be stupid and miss), use Falling Star Strike. This forces a Fortitude Save, DC: 10 + half level + Wis mod in a humanoid foe. Failure = blindness for one round per level. Again, I see no limits per day in this feat.

Since you just made a SUCCESSFUL UNARMED ATTACK ROLL, and are using the FULL ATTACK ACTION, you are entitled to using the Circle Kick feat, which also seems to have unlimited uses. This allows you to make an all new attack on a different foe. Though this is TECHNICALLY another unarmed attack roll, I assume you cannot Circle Kick off of a Circle Kick, though it should be noted that the feat does NOT specifically prohibit this, so actually, you may be able to convince your DM that you can keep beating foes back and forth with the circle kick until you miss.

As far as I can see, you CAN circle kick the same foe more than once per round as long as you continue successful unarmed hits against a different foe. It says nothing about the CK counting as an AoO or the like.

Repeat the above process until you run out of AoOs. Also, whenever you circle kick an unblinded foe, try to blind them with Falling Star Strike. If you fail, make that foe your next AoO target, or Circle Kick him/her on next successful Feign Weakness AoO to FSS again.

Once you are out of attacks of opportunity and all foes are blind (50% miss chance, etc.) they get attacks of opportunity. If they aren't, ya know, dead. Obviously, the distribution of AoOs and Circle Kicks can be used to blind several foes, or hurt/blind a few and pummel one or two into the dust, at your option. Circle Kicking already blind foes can be fun. Note that a character with a dex of 16+, considering a square-style combat map, can effectively blind all eight foes capable of reaching him.

Once all blind, stupid foes miss with their AoOs (because you aren't stupid enough to get hit by a blind guy even if you are surrounded), you may then smirk to the DM and unleash your FULL NORMAL ATTACK RATE on the poor blind saps as allowed by the Full Attack Action. And, while your busy beating the living DAYLIGHTS out of the fools, you get to CIRCLE KICK one of their friends AGAIN with each attack that hits.

With my monk (who is 18th level, dex 18, and has convinced DM that he can do Multiattack and Multiweapon fighting), this means that as long as he's fighting five or more foes, with good rolls, he gets up to TWENTY-SEVEN attacks per round.

NOTE: Blind foes can be Sneak Attacked. If you have a Rogue ally (especially one with Opportunist, Combat Reflexes, etc), this is great. If you have Rogue levels, it is even better.

NOTE 2: Throwing in Stunning Attacks liberally can be entertaining as well.

NOTE 3: A Quivering Palm attack is a great way to add instant death to injury once per week."





there is yet another one under RMs columns, involving a 200+ foot jump that lands for around 2d12 + 42 damage at 17(?) I believe, which also nauseates. Have fun :eek:

RedMage 11-21-2003 06:39 AM

If money's not an issue, there's always the twink with the vopal, keen bladed guantlets. Also, asusming they haven't erratta'd the hell out of it by now a fighter specializing in darts is all kinds of tough.

NeoIchiro 11-21-2003 08:40 AM

Lower Level
 
Could we try to post lower level characters that could be possible for most players to use? (i.e. no epic-level, no artifacts, no campain specific things)

Thinkmeat 11-21-2003 12:27 PM

I'd caution against building a character around a specific combo. It pidgeonholes you pretty extensively. It's nice for those times you need a character for 1 adventure, and they're easy to look for online, but if you're in a longer campaign, stay away. They're very unsatisfying to play. Also, there's always the chance you'll be in a position where you can't (ab)use your specific combination.

It's far better to build a badass in general. Just build them Ford(TM) tough without worrying about a shamelessly twinked one-hit-wonder. Know your shit (disarm material components to shut spellcasters down! Ready an action to drop silence near their feet if they begin to cast!) for how to play your character, build him well, and leave the "Dur I have bladed gauntlets, vorpal, keen, and improved crit (3.0)! Aren't I a talented D&D player, hur hur!" by the wayside (:

"Politicians the world over are the same: They promise to build you a bridge even if there is no river." - Khrushchev


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